// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2014-2021 NVIDIA Corporation. All rights reserved.

#ifndef IMGUI_GRAPH_D3D11_H
#define IMGUI_GRAPH_D3D11_H

#include <stdint.h>

#include "../DemoApp/imguiGraph.h"

struct ID3D11Device;
struct ID3D11DeviceContext;

struct ImguiGraphDescD3D11
{
	ID3D11Device* device = nullptr;
	ID3D11DeviceContext* deviceContext = nullptr;
	int winW;
	int winH;

	uint32_t maxVertices = 64 * 4096u;

	ImguiGraphDescD3D11() {}
};

inline const ImguiGraphDescD3D11* cast_to_imguiGraphDescD3D11(const ImguiGraphDesc* desc)
{
	return (const ImguiGraphDescD3D11*)(desc);
}

inline ImguiGraphDesc* cast_from_imguiGraphDescD3D11(ImguiGraphDescD3D11* desc)
{
	return (ImguiGraphDesc*)(desc);
}

IMGUI_GRAPH_API void imguiGraphContextInitD3D11(const ImguiGraphDesc* desc);

IMGUI_GRAPH_API void imguiGraphContextUpdateD3D11(const ImguiGraphDesc* desc);

IMGUI_GRAPH_API void imguiGraphContextDestroyD3D11();

IMGUI_GRAPH_API void imguiGraphRecordBeginD3D11();

IMGUI_GRAPH_API void imguiGraphRecordEndD3D11();

IMGUI_GRAPH_API void imguiGraphVertex2fD3D11(float x, float y);

IMGUI_GRAPH_API void imguiGraphVertex2fvD3D11(const float* v);

IMGUI_GRAPH_API void imguiGraphTexCoord2fD3D11(float u, float v);

IMGUI_GRAPH_API void imguiGraphColor4ubD3D11(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha);

IMGUI_GRAPH_API void imguiGraphColor4ubvD3D11(const uint8_t* v);

IMGUI_GRAPH_API void imguiGraphFontTextureEnableD3D11();

IMGUI_GRAPH_API void imguiGraphFontTextureDisableD3D11();

IMGUI_GRAPH_API void imguiGraphEnableScissorD3D11(int x, int y, int width, int height);

IMGUI_GRAPH_API void imguiGraphDisableScissorD3D11();

IMGUI_GRAPH_API void imguiGraphFontTextureInitD3D11(unsigned char* data);

IMGUI_GRAPH_API void imguiGraphFontTextureReleaseD3D11();

#endif